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  1. #21
    Player
    Kazai's Avatar
    Join Date
    Aug 2011
    Posts
    85
    Character
    All Evil
    World
    Hyperion
    Main Class
    Marauder Lv 50
    How about this...ready? Are you sure?

    Rename classes but keep them as classes/armoury example. Lancer-> Dragoon, Thaumaturge-> Blackmage.
    Then...
    Rename jobs so they sound like a specialized roles of newly renamed classes example. Dragoon-> Dragon Knight, Blackmage-> Wizard/Warlock

    That way if I start as the class blackmage I can become a Wizard by unlocking it by completing a quest.


    I would be so happy if this happened, and it would keep the system they already have and are going to implement but get rid of the names that have nothing to do with Final Fantasy, making it feel like Final Fantasy.
    (1)

  2. #22
    Player
    Evangela's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    4,361
    Character
    Evangela Monterossa
    World
    Balmung
    Main Class
    Ninja Lv 90
    I think it's just....

    they don't want to admit that Amoury system is a bad idea from the beginning
    (10)

  3. #23
    Player
    slipmac's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    220
    Character
    Slip Mac
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Kazai View Post
    How about this...ready? Are you sure?

    Rename classes but keep them as classes/armoury example. Lancer-> Dragoon, Thaumaturge-> Blackmage.
    Then...
    Rename jobs so they sound like a specialized roles of newly renamed classes example. Dragoon-> Dragon Knight, Blackmage-> Wizard/Warlock

    That way if I start as the class blackmage I can become a Wizard by unlocking it by completing a quest.


    I would be so happy if this happened, and it would keep the system they already have and are going to implement but get rid of the names that have nothing to do with Final Fantasy, making it feel like Final Fantasy.
    that would be acceptable
    (2)

  4. #24
    Player
    Seif's Avatar
    Join Date
    Mar 2011
    Posts
    2,706
    Character
    Seif Dincht
    World
    Balmung
    Main Class
    Marauder Lv 72
    Classes are all alike and < Job abilities tuned to perfection over 2 decades. I know we don't have a choice but I hope they consider expanding the use of jobs since it sounds like us soloers can basically do nothing with them if they can be used only in a party setting.
    (0)

  5. #25
    Player
    Shiggysonson's Avatar
    Join Date
    Mar 2011
    Posts
    126
    Character
    Shiggy Sonson
    World
    Sargatanas
    Main Class
    Alchemist Lv 50
    Quote Originally Posted by Ronik View Post
    This is a design choice which was made in order to accomodate both the job and class systems. They could just as easily make the jobs capable of soloing and eliminate classes entirely. Frankly, it would be a lot less work than trying to balance around some kind of in-party, out-of-party role identity. Why should we have to switch? Why would it make a difference if we wanted to solo as a Paladin vs solo as a Gladiator?

    For example:

    A Paladin could just as easily be given all the tools a Gladiator has for soloing, and then we don't have to worry about switching roles when we're soloing or when we're partying. We will simply be a Paladin the entire time around, regardless of what we're doing. This seems far more elegant and practical than dividing the entire game into "solo vs group" role dynamics. You simply give every Job some way to heal a little in a solo situation, and suddenly they're all perfectly viable for leves/solo grinding.
    I think we'd get the lack of solid, unique roles of jobs if they went with one job system where each job is able to solo just as well as the current classes. Paladins and white mages will have to be able to do decent damage in order to solo efficiently, and the DD classes will have to be able to heal in some way in order to kill efficiently. Wouldn't balancing actually be harder in the sense that they would have to make sure the solo abilities of each job weren't too powerful in parties? Having two separate systems is a good idea imo. This way we'll have a job system similar to ffxi where there are jobs that can't solo well but have very unique abilities, and an option to solo when we just wanna play casually.

    "Why would it make a difference if we wanted to solo as a Paladin vs solo as a Gladiator?" Because they're two completely different playstyles............ do you really not see the difference in having one job with both great soloing and party abilities vs. one job with only good party abilities and a class with only good solo abilities?
    (2)

  6. #26
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by slipmac View Post
    that would be acceptable
    that would be.. the same..
    (7)

  7. #27
    Player
    Inaaca's Avatar
    Join Date
    Mar 2011
    Posts
    615
    Character
    Inaca Selenaca
    World
    Balmung
    Main Class
    Conjurer Lv 50
    This debate is getting kind of ridiculous, mainly because we've heard only a few sentences about what jobs are and everyone is trying to form an in-depth debate around it.

    A lot of people here are throwing around a lot of assumptions on both sides of the debate here, but we really can't argue most of this stuff without more information. Cool down and wait to hear or see how jobs are actually going to function before you get too worked up about how you THINK it's going to function.
    (11)

  8. #28
    Player
    DoctorMog's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    1,944
    Character
    Doctor Mog
    World
    Hyperion
    Main Class
    Lancer Lv 51
    Don't remove the current classes to appease the players who just want things renamed and turned into FFXI.

    <3
    Mog
    (24)

  9. #29
    Player
    notebene's Avatar
    Join Date
    Mar 2011
    Posts
    71
    Character
    Aymiia Amadahy
    World
    Sargatanas
    Main Class
    Weaver Lv 26
    I'm not really sure I understand the big difference between classes and jobs at this point, but I would say this, however it relates to the debate.

    Philosophical discussions aside, I mostly play alone. I'll probably never have a job then, whatever it is. I've gotten very used to not getting to experience certain things in MMOs, and that's fine.

    I love the way the game is designed, such that I can more or less pick a 'main' thing to be, but sprinkle my combat bar with abilities from other classes. It reminds me of UO a bit, where you had all these things you could learn, and you'd just learn them, and mix and match. It also reminds me of SWG pre-NGE. Now, I only played SWG maybe 2 months after release, for various reasons, but the fact that the game had a more skill based progression system rather than leveling and a more pigeon-hold class structure (like most post-EQ games have), was not one of those reasons.

    Now, I don't know if this is what the whole 'class vs job' discussion is about (class/job names aside), but if we were to lose the more sandbox, higgly-piggly, hodge-podge, slap together, do whatever you want style of open classes and combinations of things, well that would really be unfortunate.

    It's one of the things that makes it 'different' from everything else out there, and it's kinda nice.

    I'd like to see more sand box type games with more open character development.

    Edit: Oh, and I log in for 1-4 hours at a time and will be staying and paying my monthly fee when they turn it on.
    (6)

  10. #30
    Player

    Join Date
    Mar 2011
    Location
    Gradania
    Posts
    44
    The Jobs System, we'll use XI as an example, is very restrictive and doesn't allow much in the way of customization or flexibility. With the armory system you can custom tailor your character to fit your style and/or situation as it evolves. Subjobs were the only method of branching from the main job's focalized talents and you were left with having access to 1 and 1/2 jobs. But with this style and system your limits are all based on how far you take the jobs. Granted there are some things that some jobs just can't use on others, and those things are what keep that class unique. However I would lose all faith this game if all of my options were taken away and I was forced back to an old system with limited choices and mandated options. Here, I'm free to do as I choose and I'd like to keep it that way.

    Quote Originally Posted by Kazai View Post
    How about this...ready? Are you sure?

    Rename classes but keep them as classes/armoury example. Lancer-> Dragoon, Thaumaturge-> Blackmage.
    Then...
    Rename jobs so they sound like a specialized roles of newly renamed classes example. Dragoon-> Dragon Knight, Blackmage-> Wizard/Warlock

    That way if I start as the class blackmage I can become a Wizard by unlocking it by completing a quest.


    I would be so happy if this happened, and it would keep the system they already have and are going to implement but get rid of the names that have nothing to do with Final Fantasy, making it feel like Final Fantasy.
    And this was actually done in the first and original Final Fantasy that was created. You started as one thing and could "upgrade" it through a quest. Fighter --> Knight / Monk --> Black Belt / Thief --> Ninja and so on. An interesting idea, but all I'm really seeing no matter what the argument is people wanting things to be named with titles that they are familiar with. Call it blunt, rude, curt, whatever I'm just saying what I'm seeing.
    (4)
    Last edited by AJ_Anyia; 08-21-2011 at 02:46 AM.

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